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Evaluation
Jack Scott
Research
The effects of my research were that it shaped the design of my game. Mortal
Kombat was a big part of what I was researching and there detailed
backgrounds made me want to make one as well. So with my fighting game I
went with a detailed background and less detailed characters. Also my
research effected how the fighting was played out so I went with a DragonBall
type fighting sequence because it is my favourite show so I wanted to make it
into my game. The strengths of my research was that I could easily see what I
was wanting to do and I can get easily inspired by what I was looking at.
Which helped with the outcome of the game as I knew what I wanted to have
in it. So less time was wasted trying to figure out what I was doing. The
weakness of the research was that I was wanting to put in more than I could
which when it came to actually making it, I realised most of the stuff I wanted
to put in was going to take to long or it was to big to fit into the screen as I
went for a big size for the characters.
Planning
I didn’t really plan for my game, I just listed some of the things I wanted to
include into the game so I had more freedom into what everything looks like
and how it all came out. So with the background I wanted something detailed
so I look at scenery and made my own mountain landscape and sunset. Which
then turned out into one big mountain and a bright colour scheme for the sky
instead. The reason I wanted to not plan as much was so that I can have as
much freedom as possible with the game. The weaknesses would be the lack
of planning because if I was stuck and didn’t know what to do I couldn’t
follow a backup plan which could help me. I could improve this by having a
simple plan with just a outline so that I can have a little bit for guidance but
still have my own ideas and have freedom with the game.
Time Management
I think that I managed my time well as I completed all the power points and
my game within the time limit. My game would of improved a lot if I had extra
time as I could make things look better and make the fight better. If I had
extra time, I would definitely change my game so it has more room for bigger
effects and a longer fight sequence. I would also make more aspects in the
game such as a interactive background so if someone misses a power shot it
effects the background (destroys a hole in a building or makes a mountain
break).
Technical Qualities
The animation could have been better but I made it work with what I had,
such as slowing it down in premiere to make it so that the viewer can have a
better time watching the fight without effecting the flow of the animation.
The complexity of the animation isn’t very hard but works well with the fight
scene as I made different models for each component of the fight such as the
power up, fighting stances and defense. There isn’t many similarities to my
game and other games other than the type of fighting with energy and power
ups but other pixel fighting games such as old Mortal Kombat have more
detailed characters still and they are much smaller than my video game which
the characters are quite big in a small area which was a down side to my
game. The background has the most detail of my video game as the mountain
has depth and shadows to it to make it stand out from the fight. It also
contrasts with the sky as the dark colours work with the lighter colours to
make them both stand out from eachother.
Aural Qualities
The quality of my audio I used varies through the game, as the beginning to
the middle is fine and sounds good but when the first character does the
power up, the sound of the person talking doesn’t sound as good as it
could. That would of just been because of the age of the clip used or
maybe just how it was recorded. My fighting audio was not complicated
but works well as I merged one of the audios so that it sounds more like
the other hits because otherwise it would just cut off straight away and
sound very low quality. Also the music works well as they merge to make it
flow well from the cross over. So when it goes from the choosing screen to
the loading screen the music changes but it does it well so you don’t realise
it’s a different song. The use of dialogue is minimal but that is fine as
fighting games typically don’t need dialogue as the fights are short and
don’t need any for it to be a good fight scene. The amount of sound effects
put into my game is fine and is in time with all the fighting and movements
from the characters.
Aesthetic Qualities
I was creative with the background for my game and I think that it has turned
out well as the mountain looks good with the faded sky. I would improve my
characters detail and depth so that they fitted into the game more instead of
them being just big characters with no detail. This is because it ruins the look of
the game as the background is very detailed so having non detailed characters
ruins the look of the game. I like the characters bright colours so that they stick
out from the already bright background so you can see them clearly. The use of
colours for my background was so that the mountain and sky contrast with each
other so that the background can have more to it than just a bland picture. The
health bars were made into a bright green so they can be seen by everyone so if
you were to play this game you can easily tell what your health is without
having to pay to much attention to it. The strengths would be my background,
loading screen and choosing screen whereas my weaknesses would be my
characters lack of detail.
Audience Appeal
My target audience was around the higher age of teenagers which wouldn’t be
the target audience anymore. I would say around 13-16 would be my target
audience now. This is because my game wasn’t as harsh or brutal as I thought it
would be. So having a younger audience would make more sense as there isn't
enough violence for it to be any higher. The parts my audience would like are the
power up moves which blast an energy ball to knockout your opponent. Also the
health bar being destroyed with blood coming out would interest my audience as
they would want a little bit of violence in a fighting game.

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7. evaluation

  • 2. Research The effects of my research were that it shaped the design of my game. Mortal Kombat was a big part of what I was researching and there detailed backgrounds made me want to make one as well. So with my fighting game I went with a detailed background and less detailed characters. Also my research effected how the fighting was played out so I went with a DragonBall type fighting sequence because it is my favourite show so I wanted to make it into my game. The strengths of my research was that I could easily see what I was wanting to do and I can get easily inspired by what I was looking at. Which helped with the outcome of the game as I knew what I wanted to have in it. So less time was wasted trying to figure out what I was doing. The weakness of the research was that I was wanting to put in more than I could which when it came to actually making it, I realised most of the stuff I wanted to put in was going to take to long or it was to big to fit into the screen as I went for a big size for the characters.
  • 3. Planning I didn’t really plan for my game, I just listed some of the things I wanted to include into the game so I had more freedom into what everything looks like and how it all came out. So with the background I wanted something detailed so I look at scenery and made my own mountain landscape and sunset. Which then turned out into one big mountain and a bright colour scheme for the sky instead. The reason I wanted to not plan as much was so that I can have as much freedom as possible with the game. The weaknesses would be the lack of planning because if I was stuck and didn’t know what to do I couldn’t follow a backup plan which could help me. I could improve this by having a simple plan with just a outline so that I can have a little bit for guidance but still have my own ideas and have freedom with the game.
  • 4. Time Management I think that I managed my time well as I completed all the power points and my game within the time limit. My game would of improved a lot if I had extra time as I could make things look better and make the fight better. If I had extra time, I would definitely change my game so it has more room for bigger effects and a longer fight sequence. I would also make more aspects in the game such as a interactive background so if someone misses a power shot it effects the background (destroys a hole in a building or makes a mountain break).
  • 5. Technical Qualities The animation could have been better but I made it work with what I had, such as slowing it down in premiere to make it so that the viewer can have a better time watching the fight without effecting the flow of the animation. The complexity of the animation isn’t very hard but works well with the fight scene as I made different models for each component of the fight such as the power up, fighting stances and defense. There isn’t many similarities to my game and other games other than the type of fighting with energy and power ups but other pixel fighting games such as old Mortal Kombat have more detailed characters still and they are much smaller than my video game which the characters are quite big in a small area which was a down side to my game. The background has the most detail of my video game as the mountain has depth and shadows to it to make it stand out from the fight. It also contrasts with the sky as the dark colours work with the lighter colours to make them both stand out from eachother.
  • 6. Aural Qualities The quality of my audio I used varies through the game, as the beginning to the middle is fine and sounds good but when the first character does the power up, the sound of the person talking doesn’t sound as good as it could. That would of just been because of the age of the clip used or maybe just how it was recorded. My fighting audio was not complicated but works well as I merged one of the audios so that it sounds more like the other hits because otherwise it would just cut off straight away and sound very low quality. Also the music works well as they merge to make it flow well from the cross over. So when it goes from the choosing screen to the loading screen the music changes but it does it well so you don’t realise it’s a different song. The use of dialogue is minimal but that is fine as fighting games typically don’t need dialogue as the fights are short and don’t need any for it to be a good fight scene. The amount of sound effects put into my game is fine and is in time with all the fighting and movements from the characters.
  • 7. Aesthetic Qualities I was creative with the background for my game and I think that it has turned out well as the mountain looks good with the faded sky. I would improve my characters detail and depth so that they fitted into the game more instead of them being just big characters with no detail. This is because it ruins the look of the game as the background is very detailed so having non detailed characters ruins the look of the game. I like the characters bright colours so that they stick out from the already bright background so you can see them clearly. The use of colours for my background was so that the mountain and sky contrast with each other so that the background can have more to it than just a bland picture. The health bars were made into a bright green so they can be seen by everyone so if you were to play this game you can easily tell what your health is without having to pay to much attention to it. The strengths would be my background, loading screen and choosing screen whereas my weaknesses would be my characters lack of detail.
  • 8. Audience Appeal My target audience was around the higher age of teenagers which wouldn’t be the target audience anymore. I would say around 13-16 would be my target audience now. This is because my game wasn’t as harsh or brutal as I thought it would be. So having a younger audience would make more sense as there isn't enough violence for it to be any higher. The parts my audience would like are the power up moves which blast an energy ball to knockout your opponent. Also the health bar being destroyed with blood coming out would interest my audience as they would want a little bit of violence in a fighting game.

Editor's Notes

  1. What were the strengths of your research? How did your research help your product? Discuss product research and experiments. What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
  2. What were the strengths of your planning? How did your planning help your product? What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
  3. Did you manage your time well? Did you complete your project on time or would your products have improved with additional time? What would you have done if you had more time to produce your work?
  4. Discuss the strengths and weaknesses of the technical aspects of your work; level of detail in the pixel art, smoothness of the animation, complexity of animated elements. Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences Consider putting your final piece(s) in the centre of a page alongside an existing product- Use text boxes and arrows
  5. Discuss the strengths and weaknesses of the audio elements of your work; amount of different music, music complexity, amount of sound effects, quality of sound effects, use of dialogue. Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences in the use of audio What other audio elements could you have added? What would have made it better?
  6. Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it? Consider use of colour, if you can tell what your art is meant to represent, backgrounds, characters, pick-ups, enemies etc Discuss the strengths and weaknesses Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows
  7. How have you appealed to your target audience? What specific bits of content would appeal to your target audience. Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows Consider using you https://yougov.co.uk/profileslite#/ to develop your audience description